mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
294 lines
10 KiB
GDScript
294 lines
10 KiB
GDScript
tool
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extends VoxelmanLevelGenerator
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class_name MainDungeonGenerator
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enum GenType {
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TEST = 0, NORMAL = 1, NOISE3D = 2, ANL = 3
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}
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export(PropData) var prop : PropData
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export(MeshDataResource) var prop_mesht : MeshDataResource
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export(int) var gen_type : int = GenType.NORMAL
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export(int) var _level_seed : int
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export(bool) var _spawn_mobs : bool
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var _world : VoxelWorld
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func setup(world : VoxelWorld, level_seed : int, spawn_mobs : bool) -> void:
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_level_seed = level_seed
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_world = world
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_spawn_mobs = spawn_mobs
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func _generate_chunk(chunk : VoxelChunk) -> void:
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if gen_type == GenType.NORMAL:
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generate_terrarin(chunk)
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elif gen_type == GenType.NOISE3D:
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generate_noise3d_terrarin(chunk)
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else:
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generate_test(chunk)
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func generate_terrarin(chunk : VoxelChunk) -> void:
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var buffer : VoxelChunk = chunk.get_buffer()
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buffer.create(int(chunk.size_x) + 1, int(chunk.size_y) + 1, int(chunk.size_z) + 1)
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var noise : OpenSimplexNoise = OpenSimplexNoise.new()
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noise.seed = 10 * _level_seed
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noise.octaves = 4
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noise.period = 180.0
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noise.persistence = 0.8
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var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
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terr_noise.seed = 10 * 321 + 112 * _level_seed
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terr_noise.octaves = 4
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terr_noise.period = 20.0
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terr_noise.persistence = 0.9
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var det_noise : OpenSimplexNoise = OpenSimplexNoise.new()
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det_noise.seed = 10 * 3231 + 112 * _level_seed
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det_noise.octaves = 6
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det_noise.period = 10.0
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det_noise.persistence = 0.3
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for x in range(0, chunk.size_x + 1):
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for z in range(0, chunk.size_z + 1):
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var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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val *= val
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val *= 100
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val += 2
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var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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tv *= tv * tv
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val += tv * 2
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var dval : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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val += dval * 6
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var v : int = (int(val))
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v -= chunk.position_y * (chunk.size_y)
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# var cmaxy : int = (chunk.position_y + 1) * chunk.size_y
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if v > chunk.size_y + 1:
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v = chunk.size_y + 1
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for y in range(0, v):
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seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + (chunk.position_y * chunk.size_y))
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if v < 2:
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buffer.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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elif v == 2:
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buffer.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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else:
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buffer.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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# if y != v:
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# buffer.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# else:
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# randi() % 50 + 205
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buffer.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# buffer.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# buffer.set_voxel(255.0 * int(90 * (val - int(val))) / 200.0, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# buffer.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# buffer.set_voxel(int(255.0 * (int((val - int(val) * 100.0)) / 100.0)), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# print(val)
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# buffer.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# var t_noise : OpenSimplexNoise = OpenSimplexNoise.new()
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# t_noise.seed = 10 * 32331 + 1132
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# t_noise.octaves = 10
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# t_noise.period = 10.0
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# t_noise.persistence = 0.8
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#
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# for x in range(0, chunk.size_x + 1):
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# for y in range(0, chunk.size_y + 1):
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# for z in range(0, chunk.size_z + 1):
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# var val : float = t_noise.get_noise_3d(
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# x + (chunk.position_x * chunk.size_x),
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# y + (chunk.position_y * chunk.size_y),
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# z + (chunk.position_z * chunk.size_z))
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#
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# val *= val
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# val *= 100
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# val += 2
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#
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# if val > 3 and buffer.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) == 0:
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# buffer.set_voxel(2, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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# buffer.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# for x in range(0, chunk.size_x + 1):
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# for z in range(5, 7):
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# for y in range(0, 10):
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# var val : float = det_noise.get_noise_3d(
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# x + (chunk.position_x * chunk.size_x),
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# y + (chunk.position_y * chunk.size_y),
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# z + (chunk.position_z * chunk.size_z))
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#
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# val *= 10
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#
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# if val > 1:
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# val = 1
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#
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# buffer.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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#
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# buffer.set_voxel(int(255.0 * val), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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var prop_data : VoxelChunkPropData = VoxelChunkPropData.new()
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prop_data.x = 10
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prop_data.y = 3
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prop_data.z = 10
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# prop_data.rotation = Vector3(randi() % 360, randi() % 360, randi() % 360)
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# prop_data.scale = Vector3(2, 2, 2)
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# prop_data.mesh = prop_mesht
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prop_data.prop = prop
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chunk.add_prop(prop_data)
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# generate_caves(chunk)
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# for i in range(5):
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# #var light : VoxelLight = VoxelLight.new()
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# randomize()
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# var color : Color = Color(randf(), randf(), randf())
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# var size : int = randi() % 5 + 5
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# var lx : int = (chunk.position_x * chunk.size_x) + (randi() % (chunk.size_x - 3))
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# var ly : int = (chunk.position_y * chunk.size_y) + (randi() % 6)
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# var lz : int = (chunk.position_z * chunk.size_z) + (randi() % (chunk.size_z - 3))
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## light.set_world_position((chunk.position_x * chunk.size_x) + 10, (chunk.position_y * chunk.size_y) + 10, (chunk.position_z * chunk.size_z) + 10)
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# _world.add_light(lx, ly, lz, size, color)
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# chunk.bake_lights()
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chunk.build()
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# chunk.draw_debug_voxel_lights()
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# chunk.draw_debug_voxels(2000)
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# chunk.draw_debug_voxel_lights()
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if not Engine.editor_hint and chunk.position_y == 0 and _spawn_mobs:
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Entities.spawn_mob(1, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale - chunk.size_x / 2,\
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(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
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chunk.position_z * chunk.size_z * chunk.voxel_scale - chunk.size_z / 2))
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func generate_caves(chunk : VoxelChunk) -> void:
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var buffer : VoxelChunk = chunk.get_buffer()
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var noise : OpenSimplexNoise = OpenSimplexNoise.new()
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noise.seed = 1230 * 3241 + 16
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noise.octaves = 3
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noise.period = 20.0
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noise.persistence = 0.9
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for x in range(0, chunk.size_x + 1):
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for z in range(0, chunk.size_z + 1):
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for y in range(0, chunk.size_y + 1):
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# var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
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buffer.set_voxel(0, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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func generate_test(chunk : VoxelChunk) ->void:
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var buffer : VoxelChunk = chunk.get_buffer()
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buffer.create(40, 40, 40)
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var i : int = 1
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for y in range(4):
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for z in range(8):
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for x in range(8):
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spawn_equiv_class(buffer, i, x * 4 + 1, y * 4 + 1, z * 4 + 1)
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i += 1
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# spawn_equiv_class(buffer,127, 4, 4, 4)
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chunk.build()
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# chunk.draw_debug_voxels(2000)
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# chunk.draw_debug_voxel_lights()
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func spawn_equiv_class(buffer : VoxelChunk, cls : int, x : int, y : int, z : int) -> void:
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# var size : int = 100
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_000:
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buffer.set_voxel(1, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_100:
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buffer.set_voxel(1, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 255, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_001:
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buffer.set_voxel(1, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 255, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_101:
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buffer.set_voxel(1, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 255, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_010:
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buffer.set_voxel(1, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 255, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_110:
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buffer.set_voxel(1, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 255, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_011:
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buffer.set_voxel(1, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 255, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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if cls & VoxelMesherTransvoxel.VOXEL_ENTRY_MASK_111:
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buffer.set_voxel(1, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(randi() % 255, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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func generate_noise3d_terrarin(chunk : VoxelChunk) -> void:
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var buffer : VoxelChunk = chunk.get_buffer()
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buffer.create(int(chunk.size_x) + 1, int(chunk.size_y) + 1, int(chunk.size_z) + 1)
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var noise : OpenSimplexNoise = OpenSimplexNoise.new()
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noise.seed = 10 * 321 + 112
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noise.octaves = 4
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noise.period = 20.0
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noise.persistence = 0.9
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for x in range(0, chunk.size_x + 1):
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for y in range(0, chunk.size_y + 1):
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for z in range(0, chunk.size_z + 1):
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var val : float = noise.get_noise_3d(
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x + (chunk.position_x * chunk.size_x),
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y + (chunk.position_y * chunk.size_y),
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z + (chunk.position_z * chunk.size_z))
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val *= val
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val *= 100
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val += 2
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if val > 4:
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buffer.set_voxel(3, x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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buffer.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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# generate_random_ao(chunk)
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#warning-ignore:unused_variable
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for i in range(5):
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#var light : VoxelLight = VoxelLight.new()
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randomize()
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var color : Color = Color(randf(), randf(), randf())
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var size : int = randi() % 5 + 5
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var lx : int = (chunk.position_x * chunk.size_x) + (randi() % (chunk.size_x - 3))
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var ly : int = (chunk.position_y * chunk.size_y) + (randi() % 6)
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var lz : int = (chunk.position_z * chunk.size_z) + (randi() % (chunk.size_z - 3))
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# light.set_world_position((chunk.position_x * chunk.size_x) + 10, (chunk.position_y * chunk.size_y) + 10, (chunk.position_z * chunk.size_z) + 10)
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_world.add_light(lx, ly, lz, size, color)
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chunk.bake_lights()
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chunk.build()
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